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What do you look for in a splat?
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<blockquote data-quote="Celtavian" data-source="post: 5517370" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>1. Nothing so good it becomes a must have due to combat effectiveness. Spells, feats, Prcs, base classes, etc. Not so much balance, just not obvious brokenness...no matter how cool the idea is.</p><p></p><p>2. Creative options that add to the game. As in no feats, spells, Prcs, classes, etc, etc because you ran out of ideas and were seriously reaching.</p><p></p><p>3. Excellent story reasons for the inclusion of new material. Make each new item seem appropriate and something I can picture existing in the world, a character capable of doing, or something that will add an interesting roleplay or background twist to a character or aspect of the world.</p><p></p><p>4. Fun to play and not overly limiting. Don't try too hard to balance once class versus another. A big example of what I'm talking about is the Follower of Horus Re prestige class in <em>Forgotten Realms</em> versus the Follower of Lathander prestige class. The Horus Re PRc was a little overpowered as though the balance check was missed or overlooked. And it looked like someone worked extra hard to balance the Morninglord prestige class to the point of making several abilities useless for a priest.</p><p></p><p>Please don't include such things. When it's obvious that one choice is far inferior to another choice mechanically, even when both choices should be relatively equal, you damage the game by eliminating roleplay choices. Followers of Lathander would be far less prevalent than followers of Horus-re amongst players due to the vastly inferior powers granted to Morninglords versus priests of Horus-re. </p><p></p><p>Then though from a roleplay perspective the Morninglords should be more common, due to the lack of balance the rare priest of Horus-re would be more common. That should not happen when creating splat books. It ruins not only the internal consistency of a world, but also encourages optimization by players that put DMs in a bind having to come up with roleplay reasons why such a class, feat, or item is so common.</p><p></p><p> Like Fortification armor or Holy on weapons. So much obviously better than other choices that everyone takes it before anything else if they are optimizing. So I as a DM to keep up with player arms race have to hand it out to my villains for them to have a chance.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 5517370, member: 5834"] [b]re[/b] 1. Nothing so good it becomes a must have due to combat effectiveness. Spells, feats, Prcs, base classes, etc. Not so much balance, just not obvious brokenness...no matter how cool the idea is. 2. Creative options that add to the game. As in no feats, spells, Prcs, classes, etc, etc because you ran out of ideas and were seriously reaching. 3. Excellent story reasons for the inclusion of new material. Make each new item seem appropriate and something I can picture existing in the world, a character capable of doing, or something that will add an interesting roleplay or background twist to a character or aspect of the world. 4. Fun to play and not overly limiting. Don't try too hard to balance once class versus another. A big example of what I'm talking about is the Follower of Horus Re prestige class in [i]Forgotten Realms[/i] versus the Follower of Lathander prestige class. The Horus Re PRc was a little overpowered as though the balance check was missed or overlooked. And it looked like someone worked extra hard to balance the Morninglord prestige class to the point of making several abilities useless for a priest. Please don't include such things. When it's obvious that one choice is far inferior to another choice mechanically, even when both choices should be relatively equal, you damage the game by eliminating roleplay choices. Followers of Lathander would be far less prevalent than followers of Horus-re amongst players due to the vastly inferior powers granted to Morninglords versus priests of Horus-re. Then though from a roleplay perspective the Morninglords should be more common, due to the lack of balance the rare priest of Horus-re would be more common. That should not happen when creating splat books. It ruins not only the internal consistency of a world, but also encourages optimization by players that put DMs in a bind having to come up with roleplay reasons why such a class, feat, or item is so common. Like Fortification armor or Holy on weapons. So much obviously better than other choices that everyone takes it before anything else if they are optimizing. So I as a DM to keep up with player arms race have to hand it out to my villains for them to have a chance. [/QUOTE]
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